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Thorbjoern
2025-05-26 00:46:28 +02:00
commit e5bca03433
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using UnityEngine;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// Represents a slingshot mini-game.
/// </summary>
[RequireComponent(typeof(TargetManager))]
public class MiniGame_Slingshot : MiniGameBase
{
[SerializeField] SlingshotVisualUpdater[] m_Slingshots;
[SerializeField] float m_PreGameHeight = 0.65f;
[SerializeField] float m_StartGameHeight = 0.0f;
/// <summary>
/// The target manager.
/// </summary>
TargetManager m_TargetManager;
/// <summary>
/// The current player score.
/// </summary>
int m_CurrentPlayerScore = 0;
///<inheritdoc/>
public override void Start()
{
base.Start();
TryGetComponent(out m_TargetManager);
SetSlingshotHeights(m_PreGameHeight);
}
///<inheritdoc/>
public override void SetupGame()
{
base.SetupGame();
SetSlingshotHeights(m_PreGameHeight);
}
///<inheritdoc/>
public override void StartGame()
{
base.StartGame();
m_CurrentPlayerScore = 0;
m_TargetManager.ActivateTargets();
SetSlingshotHeights(m_StartGameHeight);
}
///<inheritdoc/>
public override void FinishGame(bool submitScore = true)
{
base.FinishGame(submitScore);
m_TargetManager.DeactivateTargets();
m_MiniGameManager.FinishGame();
SetSlingshotHeights(m_PreGameHeight);
}
///<inheritdoc/>
public override void UpdateGame(float deltaTime)
{
base.UpdateGame(deltaTime);
}
void SetSlingshotHeights(float height)
{
foreach (var slingshot in m_Slingshots)
{
slingshot.ResetSlingshot(height);
}
}
/// <summary>
/// Called when the local player hits a target.
/// </summary>
/// <param name="targetValue"></param>
public void LocalPlayerHitTarget(int targetValue)
{
if (m_MiniGameManager.currentNetworkedGameState == MiniGameManager.GameState.InGame)
{
m_CurrentPlayerScore += targetValue;
m_MiniGameManager.SubmitScoreServerRpc(m_CurrentPlayerScore, XRINetworkPlayer.LocalPlayer.OwnerClientId);
}
}
}
}
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using System.Collections;
using Unity.Netcode;
using UnityEngine;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// A networked slingshot that shoots projectiles.
/// </summary>
[RequireComponent(typeof(SlingshotVisualUpdater))]
public class Slingshot : MonoBehaviour
{
/// <summary>
/// The projectile prefab to shoot from the slingshot.
/// </summary>
[SerializeField] GameObject m_ProjectilePrefab;
/// <summary>
/// The projectile proxy object to show when the bucket is held.
/// </summary>
[SerializeField] GameObject m_ProjectileProxyObject;
/// <summary>
/// The bucket interactable to use for setting the power of the slingshot.
/// </summary>
[SerializeField] NetworkPhysicsInteractable m_BucketInteractable;
/// <summary>
/// The time to wait before resetting the proxy object.
/// </summary>
[SerializeField] float m_ResetTime = 1.0f;
/// <summary>
/// The colliders to ignore when shooting the projectile.
/// </summary>
[SerializeField] Collider[] m_CollidersToIgnore;
/// <summary>
/// The slingshot visual updater to use for updating the slingshot visuals.
/// </summary>
SlingshotVisualUpdater m_SlingshotVisualUpdater;
/// <summary>
/// The slingshot mini game to use for handling the mini game logic.
/// </summary>
MiniGame_Slingshot m_MiniGame;
/// <summary>
/// Called when the script instance is being loaded.
/// </summary>
private void Start()
{
TryGetComponent(out m_SlingshotVisualUpdater);
m_MiniGame = GetComponentInParent<MiniGame_Slingshot>();
}
/// <summary>
/// Called when the bucket's held state changes.
/// </summary>
/// <param name="old">The previous held state.</param>
/// <param name="current">The current held state.</param>
public void OnBucketHeldChanged(bool current)
{
if (!current)
{
ShootProjectile();
}
else
{
if (m_BucketInteractable.IsOwner)
{
m_SlingshotVisualUpdater.trajectoryLineRenderer.enabled = true;
}
}
}
/// <summary>
/// Shoots a projectile from the slingshot.
/// </summary>
private void ShootProjectile()
{
m_ProjectileProxyObject.SetActive(false);
SlingshotProjectile projectile = Instantiate(m_ProjectilePrefab, m_BucketInteractable.transform.position, Quaternion.identity).GetComponent<SlingshotProjectile>();
XRINetworkGameManager.Instance.GetPlayerByID(m_BucketInteractable.OwnerClientId, out XRINetworkPlayer player);
projectile.LaunchProjectile(m_SlingshotVisualUpdater.GetShotForce(), player.IsLocalPlayer, player.playerColor);
foreach (var collider in m_CollidersToIgnore)
{
Physics.IgnoreCollision(projectile.GetComponent<Collider>(), collider);
}
if (m_BucketInteractable.IsOwner)
{
projectile.localPlayerHitTarget += OnLocalPlayerHitTarget;
m_SlingshotVisualUpdater.ResetBucketPosition();
ResetProxyObjectServerRpc();
m_SlingshotVisualUpdater.trajectoryLineRenderer.enabled = false;
}
}
/// <summary>
/// Resets the proxy object on the server.
/// </summary>
[ServerRpc(RequireOwnership = false)]
private void ResetProxyObjectServerRpc()
{
ResetProxyObjectClientRpc();
}
/// <summary>
/// Resets the proxy object on the clients.
/// </summary>
[ClientRpc]
private void ResetProxyObjectClientRpc()
{
StartCoroutine(ResetProxyAfterTime());
}
/// <summary>
/// Resets the proxy object after a specified time.
/// </summary>
/// <returns>An enumerator to control the coroutine.</returns>
private IEnumerator ResetProxyAfterTime()
{
yield return new WaitForSeconds(m_ResetTime);
m_ProjectileProxyObject.SetActive(true);
}
/// <summary>
/// Called when the local player hits a target with the projectile.
/// </summary>
/// <param name="projectile">The projectile that hit the target.</param>
/// <param name="targetValue">The value of the target hit.</param>
private void OnLocalPlayerHitTarget(SlingshotProjectile projectile, int targetValue)
{
projectile.localPlayerHitTarget -= OnLocalPlayerHitTarget;
m_MiniGame.LocalPlayerHitTarget(targetValue);
}
}
}
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using System;
using System.Collections;
using UnityEngine;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// Represents a projectile for the slingshot mini-game.
/// </summary>
public class SlingshotProjectile : Projectile
{
/// <summary>
/// Event that is triggered when the local player hits a target with the projectile.
/// </summary>
public Action<SlingshotProjectile, int> localPlayerHitTarget;
/// <summary>
/// The lifetime of the projectile.
/// </summary>
[SerializeField] float m_LifeTime = 10.0f;
/// <summary>
/// The collider for the projectile.
/// </summary>
[SerializeField] Collider m_Collider;
/// <summary>
/// The rigidbody for the projectile.
/// </summary>
[SerializeField] Rigidbody m_Rigidbody;
/// <summary>
/// Called before the first frame update.
/// </summary>
void Start()
{
Destroy(gameObject, m_LifeTime);
}
/// <summary>
/// Launches the projectile with the specified parameters.
/// </summary>
/// <param name="launchForce">The force to launch the projectile with.</param>
/// <param name="isLocalPlayer">Indicates whether the player launching the projectile is the local player.</param>
/// <param name="playerColor">The color of the player launching the projectile.</param>
public void LaunchProjectile(Vector3 launchForce, bool isLocalPlayer, Color playerColor)
{
Setup(isLocalPlayer, playerColor);
m_Collider.enabled = false;
m_Rigidbody.linearVelocity = launchForce;
StartCoroutine(LaunchRoutine());
}
/// <summary>
/// Coroutine that enables the collider after a short delay.
/// </summary>
IEnumerator LaunchRoutine()
{
yield return new WaitForSeconds(.15f);
m_Collider.enabled = true;
}
/// <summary>
/// Called when the projectile hits a target.
/// </summary>
/// <param name="target">The target that was hit.</param>
protected override void HitTarget(Target target)
{
base.HitTarget(target);
localPlayerHitTarget?.Invoke(this, target.targetValue);
}
}
}
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using System.Collections;
using UnityEngine;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// Updates the visual elements of the slingshot in the gameplay.
/// </summary>
[ExecuteInEditMode]
public class SlingshotVisualUpdater : MonoBehaviour
{
/// <summary>
/// The line renderer displaying the current trajectory.
/// </summary>
public LineRenderer trajectoryLineRenderer;
[SerializeField] Rigidbody m_Rigidbody;
/// <summary>
/// The transform of the bucket.
/// </summary>
[SerializeField] Rigidbody m_BucketRigibody;
/// <summary>
/// The transform of the shot center.
/// </summary>
[SerializeField] Transform m_ShotCenterTransform;
/// <summary>
/// The line renderers of the slingshot.
/// </summary>
[SerializeField] LineRenderer[] m_LineRenderers;
/// <summary>
/// The transform of the line end.
/// </summary>
[SerializeField] Transform[] m_LineEndTransforms;
/// <summary>
/// The minimum and maximum distance of the slingshot.
/// </summary>
[SerializeField] Vector2 m_MinMaxDistance = new Vector2(0.0f, 1.0f);
/// <summary>
/// The minimum and maximum size of the line.
/// </summary>
[SerializeField] Vector2 m_MinMaxLineSize = new Vector2(.05f, .01f);
/// <summary>
/// The minimum and maximum shot force.
/// </summary>
[SerializeField] Vector2 m_MinMaxShotForce = new Vector2(5.0f, 20.0f);
/// <summary>
/// The force multiplier of the shot.
/// </summary>
[SerializeField] float m_ForceMultiplier = 2.0f;
/// <summary>
/// The maximum distance to display the debug line.
/// </summary>
[SerializeField] float m_MaxDebugShowDistance = 2.0f;
/// <summary>
/// The time to reset the bucket position.
/// </summary>
[SerializeField] float m_BucketResetTime = .35f;
/// <summary>
/// The color divisor of the debug line.
/// </summary>
[SerializeField] float m_ColorDivisor = 5.0f;
/// <summary>
/// The line display distance.
/// </summary>
[SerializeField] float m_LineDisplayDistance = 2.0f;
[SerializeField] bool m_LockBucketRotation = true;
/// <summary>
/// The shot force of the slingshot.
/// </summary>
float m_ShotForce;
/// <summary>
/// The aim direction of the slingshot.
/// </summary>
Vector3 m_AimDirection;
/// <summary>
/// The reset position of the bucket.
/// </summary>
// Vector3 m_ResetPosition;
Pose m_ResetPose;
/// <inheritdoc/>
void Awake()
{
trajectoryLineRenderer.enabled = false;
m_ResetPose = new Pose(m_BucketRigibody.transform.localPosition, m_BucketRigibody.transform.localRotation);
// m_ResetPosition = m_BucketTransform.localPosition;
}
/// <inheritdoc/>
void LateUpdate()
{
for (int i = 0; i < m_LineRenderers.Length; i++)
{
m_LineRenderers[i].SetPosition(0, m_LineRenderers[i].transform.position);
m_LineRenderers[i].SetPosition(1, m_LineEndTransforms[i].position);
float distance = Vector3.Distance(m_LineRenderers[i].transform.position, m_LineEndTransforms[i].position);
float perc = Utils.GetPercentOfValueBetweenTwoValues(m_MinMaxDistance.x, m_MinMaxDistance.y, distance);
float size = Mathf.Lerp(m_MinMaxLineSize.x, m_MinMaxLineSize.y, perc);
m_LineRenderers[i].startWidth = size;
m_LineRenderers[i].endWidth = size;
}
float lineDistance = Vector3.Distance(m_ShotCenterTransform.position, m_BucketRigibody.position);
m_ShotForce = Mathf.Clamp(lineDistance * m_ForceMultiplier, m_MinMaxShotForce.x, m_MinMaxShotForce.y);
m_AimDirection = (m_ShotCenterTransform.position - m_BucketRigibody.position).normalized;
Vector3 lineEndPos = m_BucketRigibody.position + (m_AimDirection * Mathf.Clamp(lineDistance * m_LineDisplayDistance, 0.0f, m_MaxDebugShowDistance));
Color forceColor = Color.Lerp(Color.yellow, Color.red, Mathf.Clamp01(m_ShotForce / m_MaxDebugShowDistance / m_ColorDivisor));
Color transparentForceColor = new Color(forceColor.r, forceColor.g, forceColor.b, 0.0f);
trajectoryLineRenderer.startColor = forceColor;
trajectoryLineRenderer.endColor = transparentForceColor;
trajectoryLineRenderer.SetPosition(0, m_BucketRigibody.position);
trajectoryLineRenderer.SetPosition(1, lineEndPos);
if (m_LockBucketRotation)
m_BucketRigibody.transform.forward = m_AimDirection;
}
/// <summary>
/// Gets the force of the shot.
/// </summary>
/// <returns>The force of the shot.</returns>
public Vector3 GetShotForce()
{
return m_AimDirection * m_ShotForce;
}
public void ResetSlingshot(float height)
{
StartCoroutine(ResetSlingshotHeightRoutine(height));
ResetBucketPosition();
}
IEnumerator ResetSlingshotHeightRoutine(float height)
{
bool wasKinematic = m_Rigidbody.isKinematic;
m_Rigidbody.isKinematic = true;
transform.localPosition = new Vector3(transform.localPosition.x, height, transform.localPosition.z);
yield return new WaitForSeconds(.15f);
m_Rigidbody.isKinematic = wasKinematic;
}
/// <summary>
/// Resets the position of the bucket.
/// </summary>
public void ResetBucketPosition()
{
StartCoroutine(ResetBucketPositionRoutine());
}
/// <summary>
/// Coroutine to reset the position of the bucket over time.
/// </summary>
/// <returns>An IEnumerator used for the coroutine.</returns>
IEnumerator ResetBucketPositionRoutine()
{
bool wasKinematic = m_BucketRigibody.isKinematic;
m_BucketRigibody.isKinematic = true;
for (float i = 0; i < m_BucketResetTime; i += Time.deltaTime)
{
m_BucketRigibody.transform.localPosition = Vector3.Lerp(m_BucketRigibody.transform.localPosition, m_ResetPose.position, i / m_BucketResetTime);
yield return null;
}
m_BucketRigibody.transform.SetLocalPositionAndRotation(m_ResetPose.position, m_ResetPose.rotation);
m_BucketRigibody.isKinematic = wasKinematic;
}
}
}
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